… | |
… | |
116 | |
116 | |
117 | news[0] = '\0'; |
117 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
119 | size = 0; |
119 | size = 0; |
120 | |
120 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
122 | { |
123 | if (*buf == '#') |
123 | if (*buf == '#') |
124 | continue; |
124 | continue; |
125 | |
125 | |
126 | if (*buf == '%') |
126 | if (*buf == '%') |
127 | { /* send one news */ |
127 | { /* send one news */ |
128 | if (size > 0) |
128 | if (size > 0) |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
130 | |
130 | |
131 | strcpy (subject, buf + 1); |
131 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
132 | strip_endline (subject); |
133 | size = 0; |
133 | size = 0; |
134 | news[0] = '\0'; |
134 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
144 | size += strlen (buf); |
145 | } |
145 | } |
146 | } |
146 | } |
147 | |
147 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | close_and_delete (fp, comp); |
150 | close_and_delete (fp, comp); |
151 | } |
151 | } |
152 | |
152 | |
153 | /* This loads the first map an puts the player on it. */ |
153 | /* This loads the first map an puts the player on it. */ |
154 | static void |
154 | static void |
… | |
… | |
194 | return; |
194 | return; |
195 | |
195 | |
196 | terminate_all_pets (ob); |
196 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
197 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
|
|
199 | |
|
|
200 | if (ob->map) |
|
|
201 | maplevel = ob->map->path; |
|
|
202 | |
199 | ob->remove (); |
203 | ob->remove (); |
200 | ob->map = 0; |
204 | ob->map = 0; |
|
|
205 | party = 0; |
201 | |
206 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
203 | ranges [range_skill] = 0; |
208 | ranges [range_skill] = 0; |
204 | |
209 | |
205 | players.erase (this); |
210 | players.erase (this); |
… | |
… | |
211 | player::connect (client *ns) |
216 | player::connect (client *ns) |
212 | { |
217 | { |
213 | this->ns = ns; |
218 | this->ns = ns; |
214 | ns->pl = this; |
219 | ns->pl = this; |
215 | |
220 | |
|
|
221 | run_on = 0; |
|
|
222 | fire_on = 0; |
|
|
223 | ob->close_container (); //TODO: client-specific |
|
|
224 | |
216 | ns->update_look = 0; |
225 | ns->update_look = 0; |
217 | ns->look_position = 0; |
226 | ns->look_position = 0; |
218 | |
227 | |
219 | clear_los (ob); |
228 | clear_los (ob); |
220 | |
229 | |
221 | //TODO: must move into client |
230 | ns->reset_stats (); |
222 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
223 | * if a player quits and starts a new character, we wont |
|
|
224 | * send new values to the client, as things like exp start |
|
|
225 | * at zero. |
|
|
226 | */ |
|
|
227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
228 | last_skill_exp[i] = -1; |
|
|
229 | |
|
|
230 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
231 | last_resist[i] = -1; |
|
|
232 | |
|
|
233 | last_weapon_sp = -1; |
|
|
234 | last_level = -1; |
|
|
235 | last_stats.exp = -1; |
|
|
236 | last_weight = (uint32) - 1; |
|
|
237 | last_flags = 0; |
|
|
238 | last_weight = 0; |
|
|
239 | last_weight_limit = 0; |
|
|
240 | last_path_attuned = 0; |
|
|
241 | last_path_repelled = 0; |
|
|
242 | last_path_denied = 0; |
|
|
243 | last_speed = 0; |
|
|
244 | run_on = 0; |
|
|
245 | fire_on = 0; |
|
|
246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
|
|
247 | |
231 | |
248 | /* make sure he's a player -- needed because of class change. */ |
232 | /* make sure he's a player -- needed because of class change. */ |
249 | ob->type = PLAYER; // we are paranoid |
233 | ob->type = PLAYER; // we are paranoid |
250 | ob->race = ob->arch->clone.race; |
234 | ob->race = ob->arch->clone.race; |
251 | |
235 | |
… | |
… | |
256 | link_player_skills (ob); |
240 | link_player_skills (ob); |
257 | |
241 | |
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
259 | |
243 | |
260 | assign (title, ob->arch->clone.name); |
244 | assign (title, ob->arch->clone.name); |
261 | |
|
|
262 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
263 | * from the class, and not race. I don't see any way to get the class information |
|
|
264 | * to then update this. I don't think this will actually break anything - anyone |
|
|
265 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
266 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
267 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
268 | */ |
|
|
269 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
270 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
271 | |
245 | |
272 | /* if it's a dragon player, set the correct title here */ |
246 | /* if it's a dragon player, set the correct title here */ |
273 | if (is_dragon_pl (ob)) |
247 | if (is_dragon_pl (ob)) |
274 | { |
248 | { |
275 | object *tmp, *abil = 0, *skin = 0; |
249 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
315 | if (active) |
289 | if (active) |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
290 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
317 | |
291 | |
318 | INVOKE_PLAYER (DISCONNECT, this); |
292 | INVOKE_PLAYER (DISCONNECT, this); |
319 | |
293 | |
|
|
294 | ns->reset_stats (); |
320 | ns->pl = 0; |
295 | ns->pl = 0; |
321 | this->ns = 0; |
296 | ns = 0; |
322 | } |
297 | } |
|
|
298 | |
|
|
299 | if (ob) |
|
|
300 | ob->close_container (); //TODO: client-specific |
323 | |
301 | |
324 | deactivate (); |
302 | deactivate (); |
325 | } |
303 | } |
326 | |
304 | |
327 | // the need for this function can be explained |
305 | // the need for this function can be explained |
328 | // by load_object not returning the object |
306 | // by load_object not returning the object |
329 | void |
307 | void |
330 | player::set_object (object *op) |
308 | player::set_object (object *op) |
331 | { |
309 | { |
332 | ob = op; |
310 | ob = op; |
333 | ob->contr = this; /* this aren't yet in archetype */ |
311 | ob->contr = this; /* this aren't yet in archetype */ |
334 | |
312 | |
335 | ob->speed_left = 0.5; |
313 | ob->speed_left = 0.5; |
336 | ob->speed = 1.0; |
314 | ob->speed = 1.0; |
337 | ob->direction = 5; /* So player faces south */ |
315 | ob->direction = 5; /* So player faces south */ |
338 | ob->stats.wc = 2; |
|
|
339 | ob->run_away = 25; /* Then we panick... */ |
|
|
340 | |
|
|
341 | ob->roll_stats (); |
|
|
342 | } |
316 | } |
343 | |
317 | |
344 | player::player () |
318 | player::player () |
345 | { |
319 | { |
346 | /* There are some elements we want initialised to non zero value - |
320 | /* There are some elements we want initialised to non zero value - |
347 | * we deal with that below this point. |
321 | * we deal with that below this point. |
348 | */ |
322 | */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
323 | outputs_sync = 4; |
350 | outputs_count = 8; /* Keeps present behaviour */ |
324 | outputs_count = 4; |
351 | unapply = unapply_nochoice; |
325 | unapply = unapply_nochoice; |
352 | |
326 | |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
354 | |
328 | |
355 | gen_sp_armour = 10; |
329 | gen_sp_armour = 10; |
356 | last_speed = -1; |
|
|
357 | shoottype = range_none; |
330 | shoottype = range_none; |
358 | bowtype = bow_normal; |
331 | bowtype = bow_normal; |
359 | petmode = pet_normal; |
332 | petmode = pet_normal; |
360 | listening = 10; |
333 | listening = 10; |
361 | usekeys = containers; |
334 | usekeys = containers; |
362 | last_weapon_sp = -1; |
|
|
363 | peaceful = 1; /* default peaceful */ |
335 | peaceful = 1; /* default peaceful */ |
364 | do_los = 1; |
336 | do_los = 1; |
365 | } |
337 | } |
366 | |
338 | |
367 | void |
339 | void |
… | |
… | |
392 | player::create () |
364 | player::create () |
393 | { |
365 | { |
394 | player *pl = new player; |
366 | player *pl = new player; |
395 | |
367 | |
396 | pl->set_object (arch_to_object (get_player_archetype (0))); |
368 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
369 | |
|
|
370 | pl->ob->roll_stats (); |
|
|
371 | pl->ob->stats.wc = 2; |
|
|
372 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
373 | |
397 | set_first_map (pl->ob); |
374 | set_first_map (pl->ob); |
398 | |
375 | |
399 | return pl; |
376 | return pl; |
400 | } |
377 | } |
401 | |
378 | |
… | |
… | |
547 | x = mon->x; |
524 | x = mon->x; |
548 | y = mon->y; |
525 | y = mon->y; |
549 | m = mon->map; |
526 | m = mon->map; |
550 | dir = rv.direction; |
527 | dir = rv.direction; |
551 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
528 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
552 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
529 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
530 | |
553 | /* If we can't solve it within the search distance, return now. */ |
531 | /* If we can't solve it within the search distance, return now. */ |
554 | if (diff > max) |
532 | if (diff > max) |
555 | return 0; |
533 | return 0; |
|
|
534 | |
556 | while (diff > 1 && max > 0) |
535 | while (diff > 1 && max > 0) |
557 | { |
536 | { |
558 | lastx = x; |
537 | lastx = x; |
559 | lasty = y; |
538 | lasty = y; |
560 | lastmap = m; |
539 | lastmap = m; |
… | |
… | |
642 | max--; |
621 | max--; |
643 | lastdir = dir; |
622 | lastdir = dir; |
644 | if (!firstdir) |
623 | if (!firstdir) |
645 | firstdir = dir; |
624 | firstdir = dir; |
646 | } |
625 | } |
|
|
626 | |
647 | if (diff <= 1) |
627 | if (diff <= 1) |
648 | { |
628 | { |
649 | /* Recalculate diff (distance) because we may not have actually |
629 | /* Recalculate diff (distance) because we may not have actually |
650 | * headed toward player for entire distance. |
630 | * headed toward player for entire distance. |
651 | */ |
631 | */ |
652 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
653 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
633 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
654 | } |
634 | } |
|
|
635 | |
655 | if (diff > max) |
636 | if (diff > max) |
656 | return 0; |
637 | return 0; |
657 | } |
638 | } |
|
|
639 | |
658 | /* If we reached the max, didn't find a direction in time */ |
640 | /* If we reached the max, didn't find a direction in time */ |
659 | if (!max) |
641 | if (!max) |
660 | return 0; |
642 | return 0; |
661 | |
643 | |
662 | return firstdir; |
644 | return firstdir; |
… | |
… | |
776 | roll_stat (void) |
758 | roll_stat (void) |
777 | { |
759 | { |
778 | int a[4], i, j, k; |
760 | int a[4], i, j, k; |
779 | |
761 | |
780 | for (i = 0; i < 4; i++) |
762 | for (i = 0; i < 4; i++) |
781 | a[i] = (int) RANDOM () % 6 + 1; |
763 | a[i] = (int) rndm (6) + 1; |
782 | |
764 | |
783 | for (i = 0, j = 0, k = 7; i < 4; i++) |
765 | for (i = 0, j = 0, k = 7; i < 4; i++) |
784 | if (a[i] < k) |
766 | if (a[i] < k) |
785 | k = a[i], j = i; |
767 | k = a[i], j = i; |
786 | |
768 | |
… | |
… | |
886 | * appropriate action with it (change race, or other things). |
868 | * appropriate action with it (change race, or other things). |
887 | * The function name is for historical reasons - now we have |
869 | * The function name is for historical reasons - now we have |
888 | * separate race and class; this actually changes the RACE, |
870 | * separate race and class; this actually changes the RACE, |
889 | * not the class. |
871 | * not the class. |
890 | */ |
872 | */ |
891 | int |
873 | void |
892 | key_change_class (object *op, char key) |
874 | player::chargen_race_done () |
893 | { |
875 | { |
894 | int tmp_loop; |
|
|
895 | |
|
|
896 | if (key == 'd' || key == 'D') |
|
|
897 | { |
|
|
898 | char buf[MAX_BUF]; |
|
|
899 | |
|
|
900 | /* this must before then initial items are given */ |
876 | /* this must before then initial items are given */ |
901 | esrv_new_player (op->contr, op->weight + op->carrying); |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
902 | |
878 | |
903 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
904 | if (tl) |
880 | if (tl) |
905 | create_treasure (tl, op, 0, 0, 0); |
881 | create_treasure (tl, ob, 0, 0, 0); |
906 | |
882 | |
907 | INVOKE_PLAYER (BIRTH, op->contr); |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
908 | INVOKE_PLAYER (LOGIN, op->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
909 | |
885 | |
910 | op->contr->ns->state = ST_PLAYING; |
886 | ob->contr->ns->state = ST_PLAYING; |
911 | |
887 | |
912 | if (op->msg) |
888 | if (ob->msg) |
913 | op->msg = NULL; |
889 | ob->msg = 0; |
914 | |
890 | |
915 | /* We create this now because some of the unique maps will need it |
891 | /* We create this now because some of the unique maps will need it |
916 | * to save here. |
892 | * to save here. |
917 | */ |
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
918 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
919 | make_path_to_file (buf); |
897 | make_path_to_file (buf); |
|
|
898 | } |
920 | |
899 | |
921 | #ifdef AUTOSAVE |
|
|
922 | op->contr->last_save_tick = pticks; |
|
|
923 | #endif |
|
|
924 | start_info (op); |
900 | start_info (ob); |
925 | CLEAR_FLAG (op, FLAG_WIZ); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
926 | give_initial_items (op, op->randomitems); |
902 | give_initial_items (ob, ob->randomitems); |
927 | link_player_skills (op); |
903 | link_player_skills (ob); |
928 | esrv_send_inventory (op, op); |
904 | esrv_send_inventory (ob, ob); |
929 | op->update_stats (); |
905 | ob->update_stats (); |
930 | |
906 | |
931 | /* This moves the player to a different start map, if there |
907 | /* This moves the player to a different start map, if there |
932 | * is one for this race |
908 | * is one for this race |
933 | */ |
909 | */ |
934 | if (*first_map_ext_path) |
910 | if (*first_map_ext_path) |
935 | { |
911 | { |
936 | object *tmp; |
912 | object *tmp; |
937 | char mapname[MAX_BUF]; |
913 | char mapname[MAX_BUF]; |
938 | |
914 | |
939 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
940 | tmp = object::create (); |
916 | tmp = object::create (); |
941 | EXIT_PATH (tmp) = mapname; |
917 | EXIT_PATH (tmp) = mapname; |
942 | EXIT_X (tmp) = op->x; |
918 | EXIT_X (tmp) = ob->x; |
943 | EXIT_Y (tmp) = op->y; |
919 | EXIT_Y (tmp) = ob->y; |
944 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
945 | * if the map isn't there, then stay on the |
921 | * if the map isn't there, then stay on the |
946 | * default initial map */ |
922 | * default initial map */ |
947 | tmp->destroy (); |
923 | tmp->destroy (); |
948 | } |
924 | } |
949 | else |
925 | else |
950 | LOG (llevDebug, "first_map_ext_path not set\n"); |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
927 | } |
951 | |
928 | |
952 | return 0; |
929 | void |
953 | } |
930 | player::chargen_race_next () |
954 | |
931 | { |
955 | /* Following actually changes the race - this is the default command |
932 | /* Following actually changes the race - this is the default command |
956 | * if we don't match with one of the options above. |
933 | * if we don't match with one of the options above. |
957 | */ |
934 | */ |
958 | |
935 | |
959 | tmp_loop = 0; |
936 | do |
960 | while (!tmp_loop) |
|
|
961 | { |
937 | { |
962 | shstr name = op->name; |
938 | shstr name = ob->name; |
963 | int x = op->x, y = op->y; |
939 | int x = ob->x, y = ob->y; |
964 | |
940 | |
965 | op->remove_statbonus (); |
941 | ob->remove_statbonus (); |
966 | op->remove (); |
942 | ob->remove (); |
967 | op->arch = get_player_archetype (op->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
968 | op->arch->clone.copy_to (op); |
944 | ob->arch->clone.copy_to (ob); |
969 | op->instantiate (); |
945 | ob->instantiate (); |
970 | op->stats = op->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
971 | op->name = op->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
972 | op->x = x; |
948 | ob->x = x; |
973 | op->y = y; |
949 | ob->y = y; |
974 | SET_ANIMATION (op, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
975 | insert_ob_in_map (op, op->map, op, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
976 | assign (op->contr->title, op->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
977 | op->add_statbonus (); |
953 | ob->add_statbonus (); |
978 | tmp_loop = allowed_class (op); |
|
|
979 | } |
954 | } |
|
|
955 | while (!allowed_class (ob)); |
980 | |
956 | |
981 | update_object (op, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
982 | esrv_update_item (UPD_FACE, op, op); |
958 | esrv_update_item (UPD_FACE, ob, ob); |
983 | op->update_stats (); |
959 | ob->update_stats (); |
984 | op->stats.hp = op->stats.maxhp; |
960 | ob->stats.hp = ob->stats.maxhp; |
985 | op->stats.sp = op->stats.maxsp; |
961 | ob->stats.sp = ob->stats.maxsp; |
986 | op->stats.grace = 0; |
962 | ob->stats.grace = 0; |
987 | |
|
|
988 | if (op->msg) |
|
|
989 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
990 | |
|
|
991 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
992 | return 0; |
|
|
993 | } |
963 | } |
994 | |
964 | |
995 | void |
965 | void |
996 | flee_player (object *op) |
966 | flee_player (object *op) |
997 | { |
967 | { |
… | |
… | |
1054 | int |
1024 | int |
1055 | check_pick (object *op) |
1025 | check_pick (object *op) |
1056 | { |
1026 | { |
1057 | object *tmp, *next; |
1027 | object *tmp, *next; |
1058 | int stop = 0; |
1028 | int stop = 0; |
1059 | int j, k, wvratio; |
1029 | int wvratio; |
1060 | char putstring[128], tmpstr[16]; |
1030 | char putstring[128]; |
1061 | |
1031 | |
1062 | /* if you're flying, you cna't pick up anything */ |
1032 | /* if you're flying, you cna't pick up anything */ |
1063 | if (op->move_type & MOVE_FLYING) |
1033 | if (op->move_type & MOVE_FLYING) |
1064 | return 1; |
1034 | return 1; |
1065 | |
1035 | |
… | |
… | |
1402 | * found object is returned. |
1372 | * found object is returned. |
1403 | */ |
1373 | */ |
1404 | object * |
1374 | object * |
1405 | find_arrow (object *op, const char *type) |
1375 | find_arrow (object *op, const char *type) |
1406 | { |
1376 | { |
1407 | object *tmp = NULL; |
1377 | object *tmp = 0; |
1408 | |
1378 | |
1409 | for (op = op->inv; op; op = op->below) |
1379 | for (op = op->inv; op; op = op->below) |
1410 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1411 | tmp = find_arrow (op, type); |
1381 | tmp = find_arrow (op, type); |
1412 | else if (op->type == ARROW && op->race == type) |
1382 | else if (op->type == ARROW && op->race == type) |
1413 | return op; |
1383 | return op; |
|
|
1384 | |
1414 | return tmp; |
1385 | return tmp; |
1415 | } |
1386 | } |
1416 | |
1387 | |
1417 | /* |
1388 | /* |
1418 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1419 | * against the target. A full test is not performed, simply a basic test |
1390 | * against the target. A full test is not performed, simply a basic test |
1420 | * of resistances. The archer is making a quick guess at what he sees down |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1421 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1422 | */ |
1393 | */ |
1423 | |
|
|
1424 | object * |
1394 | object * |
1425 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1426 | { |
1396 | { |
1427 | object *tmp = NULL, *arrow, *ntmp; |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1428 | int attacknum, attacktype, betterby = 0, i; |
1398 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1620 | if (op->type == PLAYER) |
1590 | if (op->type == PLAYER) |
1621 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1622 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1592 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1623 | else |
1593 | else |
1624 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1595 | |
1625 | return 0; |
1596 | return 0; |
1626 | } |
1597 | } |
1627 | } |
1598 | } |
1628 | |
1599 | |
1629 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1600 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1660 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1631 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1661 | op->update_stats (); |
1632 | op->update_stats (); |
1662 | } |
1633 | } |
1663 | |
1634 | |
1664 | SET_ANIMATION (arrow, arrow->direction); |
1635 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1636 | |
1665 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1666 | arrow->stats.hp = arrow->stats.dam; |
1638 | arrow->stats.hp = arrow->stats.dam; |
1667 | arrow->stats.grace = arrow->attacktype; |
1639 | arrow->stats.grace = arrow->attacktype; |
|
|
1640 | |
1668 | if (arrow->slaying != NULL) |
1641 | if (arrow->slaying) |
1669 | arrow->spellarg = strdup (arrow->slaying); |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1670 | |
1643 | |
1671 | /* Note that this was different for monsters - they got their level |
1644 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1672 | * added to the damage. I think the strength bonus is more proper. |
|
|
1673 | */ |
|
|
1674 | |
|
|
1675 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1676 | |
1645 | |
1677 | /* update the speed */ |
1646 | /* update the speed */ |
1678 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1647 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1679 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1648 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1680 | |
1649 | |
1681 | arrow->set_speed (max (arrow->speed, 1.0)); |
1650 | arrow->set_speed (max (arrow->speed, 1.0)); |
1682 | arrow->speed_left = 0; |
1651 | arrow->speed_left = 0; |
1683 | |
1652 | |
|
|
1653 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1654 | |
1684 | if (op->type == PLAYER) |
1655 | if (op->type == PLAYER) |
1685 | { |
1656 | { |
1686 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1687 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1688 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1689 | |
|
|
1690 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1657 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1658 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
|
|
1659 | |
|
|
1660 | if (!arrow->slaying) |
|
|
1661 | arrow->slaying = op->slaying; |
1691 | } |
1662 | } |
1692 | else |
1663 | else |
1693 | { |
1664 | { |
1694 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1695 | arrow->level = op->level; |
1665 | arrow->level = op->level; |
1696 | } |
1666 | arrow->stats.wc -= bow->magic; |
1697 | |
1667 | |
1698 | if (arrow->attacktype == AT_PHYSICAL) |
1668 | if (!arrow->slaying) |
|
|
1669 | arrow->slaying = bow->slaying; |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | arrow->stats.wc -= arrow->level; |
|
|
1673 | |
1699 | arrow->attacktype |= bow->attacktype; |
1674 | arrow->attacktype |= bow->attacktype; |
1700 | |
|
|
1701 | if (bow->slaying) |
|
|
1702 | arrow->slaying = bow->slaying; |
|
|
1703 | |
1675 | |
1704 | arrow->move_type = MOVE_FLY_LOW; |
1676 | arrow->move_type = MOVE_FLY_LOW; |
1705 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1677 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1706 | |
1678 | |
1707 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1679 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
… | |
… | |
1860 | case range_misc: |
1832 | case range_misc: |
1861 | fire_misc_object (op, dir); |
1833 | fire_misc_object (op, dir); |
1862 | return; |
1834 | return; |
1863 | |
1835 | |
1864 | case range_golem: /* Control summoned monsters from scrolls */ |
1836 | case range_golem: /* Control summoned monsters from scrolls */ |
1865 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1866 | { |
|
|
1867 | op->contr->ranges[range_golem] = 0; |
|
|
1868 | op->contr->shoottype = range_none; |
|
|
1869 | } |
|
|
1870 | else |
|
|
1871 | control_golem (op->contr->ranges[range_golem], dir); |
1837 | control_golem (op->contr->ranges[range_golem], dir); |
1872 | return; |
1838 | return; |
1873 | |
1839 | |
1874 | case range_skill: |
1840 | case range_skill: |
1875 | if (!op->chosen_skill) |
1841 | if (!op->chosen_skill) |
1876 | { |
1842 | { |
1877 | if (op->type == PLAYER) |
1843 | if (op->type == PLAYER) |
1878 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1844 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1845 | |
1879 | return; |
1846 | return; |
1880 | } |
1847 | } |
1881 | |
1848 | |
1882 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1849 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1883 | return; |
1850 | return; |
… | |
… | |
1887 | default: |
1854 | default: |
1888 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1855 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1889 | return; |
1856 | return; |
1890 | } |
1857 | } |
1891 | } |
1858 | } |
1892 | |
|
|
1893 | |
|
|
1894 | |
1859 | |
1895 | /* find_key |
1860 | /* find_key |
1896 | * We try to find a key for the door as passed. If we find a key |
1861 | * We try to find a key for the door as passed. If we find a key |
1897 | * and successfully use it, we return the key, otherwise NULL |
1862 | * and successfully use it, we return the key, otherwise NULL |
1898 | * This function merges both normal and locked door, since the logic |
1863 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1900 | * pl is the player, |
1865 | * pl is the player, |
1901 | * inv is the objects inventory to searched |
1866 | * inv is the objects inventory to searched |
1902 | * door is the door we are trying to match against. |
1867 | * door is the door we are trying to match against. |
1903 | * This function can be called recursively to search containers. |
1868 | * This function can be called recursively to search containers. |
1904 | */ |
1869 | */ |
1905 | |
|
|
1906 | object * |
1870 | object * |
1907 | find_key (object *pl, object *container, object *door) |
1871 | find_key (object *pl, object *container, object *door) |
1908 | { |
1872 | { |
1909 | object *tmp, *key; |
1873 | object *tmp, *key; |
1910 | |
1874 | |
1911 | /* Should not happen, but sanity checking is never bad */ |
1875 | /* Should not happen, but sanity checking is never bad */ |
1912 | if (container->inv == NULL) |
1876 | if (!container->inv) |
1913 | return NULL; |
1877 | return 0; |
1914 | |
1878 | |
1915 | /* First, lets try to find a key in the top level inventory */ |
1879 | /* First, lets try to find a key in the top level inventory */ |
1916 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1880 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1917 | { |
1881 | { |
1918 | if (door->type == DOOR && tmp->type == KEY) |
1882 | if (door->type == DOOR && tmp->type == KEY) |
1919 | break; |
1883 | break; |
1920 | /* For sanity, we should really check door type, but other stuff |
1884 | /* For sanity, we should really check door type, but other stuff |
1921 | * (like containers) can be locked with special keys |
1885 | * (like containers) can be locked with special keys |
1922 | */ |
1886 | */ |
1923 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1887 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1924 | break; |
1888 | break; |
1925 | } |
1889 | } |
|
|
1890 | |
1926 | /* No key found - lets search inventories now */ |
1891 | /* No key found - lets search inventories now */ |
1927 | /* If we find and use a key in an inventory, return at that time. |
1892 | /* If we find and use a key in an inventory, return at that time. |
1928 | * otherwise, if we search all the inventories and still don't find |
1893 | * otherwise, if we search all the inventories and still don't find |
1929 | * a key, return |
1894 | * a key, return |
1930 | */ |
1895 | */ |
1931 | if (!tmp) |
1896 | if (!tmp) |
1932 | { |
1897 | { |
1933 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1898 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1934 | { |
1899 | { |
1935 | /* No reason to search empty containers */ |
1900 | /* No reason to search empty containers */ |
1936 | if (tmp->type == CONTAINER && tmp->inv) |
1901 | if (tmp->type == CONTAINER && tmp->inv) |
1937 | { |
1902 | { |
1938 | if ((key = find_key (pl, tmp, door)) != NULL) |
1903 | if ((key = find_key (pl, tmp, door))) |
1939 | return key; |
1904 | return key; |
1940 | } |
1905 | } |
1941 | } |
1906 | } |
|
|
1907 | |
1942 | if (!tmp) |
1908 | if (!tmp) |
1943 | return NULL; |
1909 | return NULL; |
1944 | } |
1910 | } |
|
|
1911 | |
1945 | /* We get down here if we have found a key. Now if its in a container, |
1912 | /* We get down here if we have found a key. Now if its in a container, |
1946 | * see if we actually want to use it |
1913 | * see if we actually want to use it |
1947 | */ |
1914 | */ |
1948 | if (pl != container) |
1915 | if (pl != container) |
1949 | { |
1916 | { |
… | |
… | |
1970 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1937 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1971 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1938 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1972 | return NULL; |
1939 | return NULL; |
1973 | } |
1940 | } |
1974 | } |
1941 | } |
|
|
1942 | |
1975 | return tmp; |
1943 | return tmp; |
1976 | } |
1944 | } |
1977 | |
1945 | |
1978 | /* moved door processing out of move_player_attack. |
1946 | /* moved door processing out of move_player_attack. |
1979 | * returns 1 if player has opened the door with a key |
1947 | * returns 1 if player has opened the door with a key |
… | |
… | |
1997 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1965 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1998 | if (action_makes_visible (op)) |
1966 | if (action_makes_visible (op)) |
1999 | make_visible (op); |
1967 | make_visible (op); |
2000 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1968 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2001 | spring_trap (door->inv, op); |
1969 | spring_trap (door->inv, op); |
|
|
1970 | |
2002 | if (door->type == DOOR) |
1971 | if (door->type == DOOR) |
2003 | { |
|
|
2004 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1972 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2005 | } |
|
|
2006 | else if (door->type == LOCKED_DOOR) |
1973 | else if (door->type == LOCKED_DOOR) |
2007 | { |
1974 | { |
2008 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1975 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
2009 | remove_door2 (door); /* remove door without violence ;-) */ |
1976 | remove_door2 (door); /* remove door without violence ;-) */ |
2010 | } |
1977 | } |
|
|
1978 | |
2011 | /* Do this after we print the message */ |
1979 | /* Do this after we print the message */ |
2012 | decrease_ob (key); /* Use up one of the keys */ |
1980 | decrease_ob (key); /* Use up one of the keys */ |
2013 | /* Need to update the weight the container the key was in */ |
1981 | /* Need to update the weight the container the key was in */ |
2014 | if (container != op) |
1982 | if (container != op) |
2015 | esrv_update_item (UPD_WEIGHT, op, container); |
1983 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1984 | |
2016 | return 1; /* Nothing more to do below */ |
1985 | return 1; /* Nothing more to do below */ |
2017 | } |
1986 | } |
2018 | else if (door->type == LOCKED_DOOR) |
1987 | else if (door->type == LOCKED_DOOR) |
2019 | { |
1988 | { |
2020 | /* Might as well return now - no other way to open this */ |
1989 | /* Might as well return now - no other way to open this */ |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1990 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2022 | return 1; |
1991 | return 1; |
2023 | } |
1992 | } |
|
|
1993 | |
2024 | return 0; |
1994 | return 0; |
2025 | } |
1995 | } |
2026 | |
1996 | |
2027 | /* This function is just part of a breakup from move_player. |
1997 | /* This function is just part of a breakup from move_player. |
2028 | * It should keep the code cleaner. |
1998 | * It should keep the code cleaner. |
… | |
… | |
2234 | return 0; |
2204 | return 0; |
2235 | } |
2205 | } |
2236 | |
2206 | |
2237 | /* peterm: added following line */ |
2207 | /* peterm: added following line */ |
2238 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2208 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2239 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2209 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2240 | |
2210 | |
2241 | op->facing = dir; |
2211 | op->facing = dir; |
2242 | |
2212 | |
2243 | if (op->hide) |
2213 | if (op->hide) |
2244 | do_hidden_move (op); |
2214 | do_hidden_move (op); |
… | |
… | |
2277 | * Returns true if there are more actions we can do. |
2247 | * Returns true if there are more actions we can do. |
2278 | */ |
2248 | */ |
2279 | int |
2249 | int |
2280 | handle_newcs_player (object *op) |
2250 | handle_newcs_player (object *op) |
2281 | { |
2251 | { |
2282 | if (op->contr->hidden) |
|
|
2283 | { |
|
|
2284 | op->invisible = 1000; |
|
|
2285 | /* the socket code flashes the player visible/invisible |
|
|
2286 | * depending on the value of invisible, so we need to |
|
|
2287 | * alternate it here for it to work correctly. |
|
|
2288 | */ |
|
|
2289 | if (pticks & 2) |
|
|
2290 | op->invisible--; |
|
|
2291 | } |
|
|
2292 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2293 | { |
|
|
2294 | op->invisible--; |
|
|
2295 | if (!op->invisible) |
|
|
2296 | { |
|
|
2297 | make_visible (op); |
|
|
2298 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2299 | } |
|
|
2300 | } |
|
|
2301 | |
|
|
2302 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2252 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2303 | { |
2253 | { |
2304 | flee_player (op); |
2254 | flee_player (op); |
2305 | /* If player is still scared, that is his action for this tick */ |
2255 | /* If player is still scared, that is his action for this tick */ |
2306 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2307 | { |
2257 | { |
2308 | op->speed_left--; |
2258 | op->speed_left--; |
2309 | return 0; |
2259 | return 0; |
2310 | } |
2260 | } |
2311 | } |
2261 | } |
2312 | |
|
|
2313 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2314 | * the player object still points to the defunct golem. The code that |
|
|
2315 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2316 | * put this in a a workaround to clean up the golem pointer. |
|
|
2317 | */ |
|
|
2318 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2319 | op->contr->ranges[range_golem] = 0; |
|
|
2320 | |
2262 | |
2321 | /* call this here - we also will call this in do_ericserver, but |
2263 | /* call this here - we also will call this in do_ericserver, but |
2322 | * the players time has been increased when doericserver has been |
2264 | * the players time has been increased when doericserver has been |
2323 | * called, so we recheck it here. |
2265 | * called, so we recheck it here. |
2324 | */ |
2266 | */ |
… | |
… | |
2385 | * from. |
2327 | * from. |
2386 | */ |
2328 | */ |
2387 | void |
2329 | void |
2388 | remove_unpaid_objects (object *op, object *env) |
2330 | remove_unpaid_objects (object *op, object *env) |
2389 | { |
2331 | { |
2390 | object *next; |
|
|
2391 | |
|
|
2392 | while (op) |
2332 | while (op) |
2393 | { |
2333 | { |
2394 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2334 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2395 | |
2335 | |
2396 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2336 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
… | |
… | |
2462 | int rate_grace = 2000; |
2402 | int rate_grace = 2000; |
2463 | const int max_hp = 1; |
2403 | const int max_hp = 1; |
2464 | const int max_sp = 1; |
2404 | const int max_sp = 1; |
2465 | const int max_grace = 1; |
2405 | const int max_grace = 1; |
2466 | |
2406 | |
2467 | if (op->contr->outputs_sync) |
2407 | if (op->contr->hidden) |
|
|
2408 | { |
|
|
2409 | op->invisible = 1000; |
|
|
2410 | /* the socket code flashes the player visible/invisible |
|
|
2411 | * depending on the value of invisible, so we need to |
|
|
2412 | * alternate it here for it to work correctly. |
|
|
2413 | */ |
|
|
2414 | if (pticks & 2) |
|
|
2415 | op->invisible--; |
2468 | { |
2416 | } |
2469 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2417 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2470 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2418 | { |
2471 | flush_output_element (op, &op->contr->outputs[i]); |
2419 | if (!op->invisible--) |
|
|
2420 | { |
|
|
2421 | make_visible (op); |
|
|
2422 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2423 | } |
2472 | } |
2424 | } |
2473 | |
2425 | |
2474 | if (op->contr->ns->state == ST_PLAYING) |
2426 | if (op->contr->ns->state == ST_PLAYING) |
2475 | { |
2427 | { |
2476 | /* these next three if clauses make it possible to SLOW DOWN |
2428 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2498 | gen_grace = op->stats.maxgrace; |
2450 | gen_grace = op->stats.maxgrace; |
2499 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2500 | } |
2452 | } |
2501 | |
2453 | |
2502 | /* Regenerate Spell Points */ |
2454 | /* Regenerate Spell Points */ |
2503 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2455 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2504 | { |
2456 | { |
2505 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2506 | if (op->stats.sp < op->stats.maxsp) |
2458 | if (op->stats.sp < op->stats.maxsp) |
2507 | { |
2459 | { |
2508 | op->stats.sp++; |
2460 | op->stats.sp++; |
… | |
… | |
2726 | tmp->name = buf; |
2678 | tmp->name = buf; |
2727 | sprintf (buf, " This finger has been cut off %s\n" |
2679 | sprintf (buf, " This finger has been cut off %s\n" |
2728 | " the %s, when he was defeated at\n level %d by %s.\n", |
2680 | " the %s, when he was defeated at\n level %d by %s.\n", |
2729 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2681 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2730 | tmp->msg = buf; |
2682 | tmp->msg = buf; |
2731 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2683 | tmp->value = 0, tmp->type = 0; |
2732 | tmp->materialname = NULL; |
2684 | tmp->materialname = "organics"; |
2733 | tmp->insert_at (op, tmp); |
2685 | tmp->insert_at (op, tmp); |
2734 | } |
2686 | } |
2735 | |
2687 | |
2736 | /* teleport defeated player to new destination */ |
2688 | /* teleport defeated player to new destination */ |
2737 | transfer_ob (op, x, y, 0, NULL); |
2689 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2933 | op->stats.hp = op->stats.maxhp; |
2885 | op->stats.hp = op->stats.maxhp; |
2934 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2886 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2935 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2887 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2936 | |
2888 | |
2937 | /* |
2889 | /* |
2938 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2939 | * the player has any unpaid items. If so, remove them and put them back |
2890 | * Check to see if the player has any unpaid items. If so, remove them |
2940 | * in the map. |
2891 | * and put them back in the map. |
2941 | */ |
2892 | */ |
2942 | |
|
|
2943 | if (is_in_shop (op)) |
|
|
2944 | remove_unpaid_objects (op->inv, op); |
2893 | remove_unpaid_objects (op->inv, op); |
2945 | |
2894 | |
2946 | /****************************************/ |
2895 | /****************************************/ |
2947 | /* */ |
2896 | /* */ |
2948 | /* Move player to his current respawn- */ |
2897 | /* Move player to his current respawn- */ |
2949 | /* position (usually last savebed) */ |
2898 | /* position (usually last savebed) */ |
… | |
… | |
2989 | void |
2938 | void |
2990 | loot_object (object *op) |
2939 | loot_object (object *op) |
2991 | { /* Grab and destroy some treasure */ |
2940 | { /* Grab and destroy some treasure */ |
2992 | object *tmp, *tmp2, *next; |
2941 | object *tmp, *tmp2, *next; |
2993 | |
2942 | |
2994 | if (op->container) |
2943 | op->close_container (); /* close open sack first */ |
2995 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2996 | |
2944 | |
2997 | for (tmp = op->inv; tmp; tmp = next) |
2945 | for (tmp = op->inv; tmp; tmp = next) |
2998 | { |
2946 | { |
2999 | next = tmp->below; |
2947 | next = tmp->below; |
3000 | |
2948 | |
3001 | if (tmp->invisible) |
2949 | if (tmp->invisible) |
3002 | continue; |
2950 | continue; |
3003 | |
2951 | |
3004 | tmp->remove (); |
2952 | tmp->remove (); |
3005 | tmp->x = op->x, tmp->y = op->y; |
2953 | tmp->x = op->x, tmp->y = op->y; |
|
|
2954 | |
3006 | if (tmp->type == CONTAINER) |
2955 | if (tmp->type == CONTAINER) |
3007 | { /* empty container to ground */ |
2956 | loot_object (tmp); /* empty container to ground */ |
3008 | loot_object (tmp); |
2957 | |
3009 | } |
|
|
3010 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2958 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3011 | { |
2959 | { |
3012 | if (tmp->nrof > 1) |
2960 | if (tmp->nrof > 1) |
3013 | { |
2961 | { |
3014 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2962 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3015 | tmp2->destroy (); |
2963 | tmp2->destroy (); |
… | |
… | |
3026 | /* |
2974 | /* |
3027 | * fix_weight(): Check recursively the weight of all players, and fix |
2975 | * fix_weight(): Check recursively the weight of all players, and fix |
3028 | * what needs to be fixed. Refresh windows and fix speed if anything |
2976 | * what needs to be fixed. Refresh windows and fix speed if anything |
3029 | * was changed. |
2977 | * was changed. |
3030 | */ |
2978 | */ |
3031 | |
|
|
3032 | void |
2979 | void |
3033 | fix_weight (void) |
2980 | fix_weight (void) |
3034 | { |
2981 | { |
3035 | for_all_players (pl) |
2982 | for_all_players (pl) |
3036 | { |
2983 | { |
… | |
… | |
3096 | if (op->type == PLAYER) |
3043 | if (op->type == PLAYER) |
3097 | { |
3044 | { |
3098 | op->contr->tmp_invis = 0; |
3045 | op->contr->tmp_invis = 0; |
3099 | op->contr->invis_race = 0; |
3046 | op->contr->invis_race = 0; |
3100 | } |
3047 | } |
|
|
3048 | |
3101 | update_object (op, UP_OBJ_FACE); |
3049 | update_object (op, UP_OBJ_CHANGE); |
3102 | } |
3050 | } |
3103 | |
3051 | |
3104 | int |
3052 | int |
3105 | is_true_undead (object *op) |
3053 | is_true_undead (object *op) |
3106 | { |
3054 | { |
3107 | object *tmp = NULL; |
|
|
3108 | |
|
|
3109 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3055 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3110 | return 1; |
3056 | return 1; |
3111 | |
3057 | |
3112 | return 0; |
3058 | return 0; |
3113 | } |
3059 | } |
… | |
… | |
3401 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3347 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3402 | int i = 0, j = 0; |
3348 | int i = 0, j = 0; |
3403 | |
3349 | |
3404 | /* get the appropriate treasurelist */ |
3350 | /* get the appropriate treasurelist */ |
3405 | if (atnr == ATNR_FIRE) |
3351 | if (atnr == ATNR_FIRE) |
3406 | trlist = find_treasurelist ("dragon_ability_fire"); |
3352 | trlist = treasurelist::find ("dragon_ability_fire"); |
3407 | else if (atnr == ATNR_COLD) |
3353 | else if (atnr == ATNR_COLD) |
3408 | trlist = find_treasurelist ("dragon_ability_cold"); |
3354 | trlist = treasurelist::find ("dragon_ability_cold"); |
3409 | else if (atnr == ATNR_ELECTRICITY) |
3355 | else if (atnr == ATNR_ELECTRICITY) |
3410 | trlist = find_treasurelist ("dragon_ability_elec"); |
3356 | trlist = treasurelist::find ("dragon_ability_elec"); |
3411 | else if (atnr == ATNR_POISON) |
3357 | else if (atnr == ATNR_POISON) |
3412 | trlist = find_treasurelist ("dragon_ability_poison"); |
3358 | trlist = treasurelist::find ("dragon_ability_poison"); |
3413 | |
3359 | |
3414 | if (trlist == NULL || who->type != PLAYER) |
3360 | if (trlist == NULL || who->type != PLAYER) |
3415 | return; |
3361 | return; |
3416 | |
3362 | |
3417 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3363 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3549 | * not readied. |
3495 | * not readied. |
3550 | */ |
3496 | */ |
3551 | void |
3497 | void |
3552 | player_unready_range_ob (player *pl, object *ob) |
3498 | player_unready_range_ob (player *pl, object *ob) |
3553 | { |
3499 | { |
3554 | rangetype i; |
|
|
3555 | |
|
|
3556 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3500 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3557 | { |
|
|
3558 | if (pl->ranges[i] == ob) |
3501 | if (pl->ranges[i] == ob) |
3559 | { |
3502 | { |
3560 | pl->ranges[i] = NULL; |
3503 | pl->ranges[i] = 0; |
3561 | if (pl->shoottype == i) |
3504 | if (pl->shoottype == i) |
3562 | { |
|
|
3563 | pl->shoottype = range_none; |
3505 | pl->shoottype = range_none; |
3564 | } |
|
|
3565 | } |
3506 | } |
3566 | } |
|
|
3567 | } |
3507 | } |
|
|
3508 | |
|
|
3509 | sint8 |
|
|
3510 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3511 | { |
|
|
3512 | if (!ns) |
|
|
3513 | return 0; |
|
|
3514 | |
|
|
3515 | int dx, dy; |
|
|
3516 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3517 | return 0; |
|
|
3518 | |
|
|
3519 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3520 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3521 | |
|
|
3522 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3523 | return 0; |
|
|
3524 | |
|
|
3525 | return 100 - blocked_los [x][y]; |
|
|
3526 | } |